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[Hands-On Preview] ‘The Elder Scrolls’ Blades Seems Like a Good Fit For Nintendo Switch

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While having Skyrim on the go is nice enough, the Switch could do with something a bit fresher in the Elder Scrolls department, and the upcoming port of mobile title The Elder Scrolls Blades certainly has a bit of that, plus its bite-size dynamic is arguably a great fit for a console with the ability to go portable.

You can’t go into Blades expecting full-fat Elder Scrolls though. This is no free-roaming RPG behemoth, rather it’s the familiar Bethesda formula funneled into straightforward paths, something akin to turn-based combat, and resource management that feels more Fallout 76 than Skyrim. It still looks very much like an Elder Scrolls title though, taking the aesthetic of the modern iterations, but the mobile roots are very much on show. As long as you go in expecting that, it shouldn’t be all that much of an issue, even if it is a little odd at first.

The demo on show at QuakeCon was quite brief, a taster of what makes up most of the game currently found on Android and iOS, but with the added wrinkle of physical controls thrown into the mix. The task is rather mundane, grab some wood supplies as you go from point to point, but it is littered with combat encounters along the way against wolves and Spriggans.

After picking up the first set of wood supplies, I’m confronted by a wolf and thrust into Blades‘ combat for the first time. the left and right triggers can be held down and released to match any gap in the enemy’s defenses, the better your timing, the more damage you inflict. You’re rooted to the spot during these encounters, but you are able to move your arms up and down to strike particular areas. You also have a selection of other moves at your disposal, including a shield bash that stuns enemies, and combining left and right trigger presses unleash a flurry of attacks.

It’s a basic setup, but it seems to do the job just fine. The Elder Scrolls is a fairly uninspiring series for combat as it is, so stripping it back doesn’t do it many favors, yet the sedate simplicity of it fits the structure of Blades well. You’re not meant to play for hours at a time, so repetition doesn’t impact quite as much as you might think.

For the duration of the demo it’s more of the same though. find some wood, fights some enemies, rinse and repeat. There are secret areas to find at least, offering up some juicy goodies for your character and your hub. The overall idea is to build up your home town area with these supply runs, so then at least there’s a real target to aim for, but in the isolation of a demo, you don’t get that sense of importance so much, in fact, in isolation, it just seems like a decent tech demo of a Bethesda RPG. more a problem of how some games just don’t demo too well rather than a real criticism of Blades, sure, yet it does show up the fact this is a very stripped-back approach.

Luckily, you can try it out on your mobile device now and get a better feel for things, and any progress you make can be popped on your Switch version this fall. I’m not sure having physical controls are really that much better than the current touchscreen setup, but for the more console-orientated among us, it holds a certain comfort, so it could well be worth holding out for that.

So maybe The Elder Scrolls Blades is a tad underwhelming taken as a traditional Elder Scrolls experience (even if you shouldn’t do so, it’s arguably difficult to separate it in your own mind), but as a free-to-play RPG-lite on the go, it fills a niche and looks pretty good doing it.

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‘Evil Dead: The Game’ Looks to Be Raising the Bar for Asymmetrical Horror [Hands-On Preview]

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The idea of synthesizing all of the moving pieces of the Evil Dead series into one cohesive package is one vicious, behemoth Deadite in itself. But on top of that, transcending the medium of film and television and adapting it into a gaming genre as volatile as asymmetrical multiplayer? One would naturally question how Saber Interactive could possibly appease every possible audience with EVIL DEAD: THE GAME, from veteran film fans to savvy gamers who want a unique and engaging experience. But as someone who fits into both camps who recently spent an hour with the developers kicking Deadite ass (and kicking ass as Deadites), I can happily report that Saber Interactive has pulled it off. EVIL DEAD: THE GAME is asymmetrical multiplayer at its best.

For those unfamiliar, asymmetrical multiplayer is a gameplay paradigm that heavily skews the power dynamic between two opposing teams. In the case of EVIL DEAD: THE GAME, four players select a character from the roster of Ash Williams and his cohorts from across the Evil Dead franchise (the “Survivor” team) to face one player who controls the all-powerful Kandarian Demon (the “Killer” team).

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The survivor team is packed with familiar faces, including multiple iterations of Ash Williams as he appears throughout the Evil Dead series, meaning if you want to play Avengers multiverse style as a team of four different Ashes, the choice is yours. Just expect to hear a lot of quips from Bruce Campbell, who returned to reprise his role along with almost all of the original cast members from the films and television series. If you’re feeling a bit more sadistic, you can opt to play as The Kandarian Demon, which gives you the ability to control and summon Deadites to hinder and destroy the survivor team before they have a chance to use the Necronomicon to open a portal and excise the evil.

One important question I had when going into the preview was “How is this game going to stand out from its peers in the asymmetrical multiplayer space?” The genre is already well-known for hits like Behaviour Interactive’s Dead By Daylight, and is becoming further saturated with upcoming titles like Gun Media’s Texas Chain Saw Massacre game. Walking out of the preview, I felt that Saber Interactive knocked it out of the park in multiple ways, but my biggest takeaway was the sense of agency that the gameplay provides on both the survivor and killer sides.

For starters, on the survivor side, you’re given the option to select a character that fits into one of four categories: Leader, Warrior, Hunter, or Support. Each character in their respective class holds certain abilities that fit their archetype–for example, Cheryl in Support has an ability that heals the team as they converge around her. This system immediately establishes an element of complexity to the gameplay: how do you build synergy based on these classes? Do you want to be in the fray battling it out, or would you rather scout out objectives and rally the team to success? Additionally, you have the option of upgrading your abilities via cans of Pink-F scattered throughout the map, and have access to an expansive list of weapons to choose from shotguns to Medieval swords.

On the other hand, as the Kandarian Demon, you’re given free rein to zip across the map and collect Infernal Energy, which is used for all sorts of offensive options from summoning Deadites, to conjuring up traps, and my favorite, possession. Think of it like the survivors are in one big haunted house, and you’re the one with the master switch that controls everything that happens, from jump-scare traps to possessed trees and cars. Survivors themselves can even become possessed once their fear meters max out, giving you the option to take control of their characters to lay the smackdown on their team members, waste all of their ammo or separate them from the group. It’s as chaotic as it is a genuinely unique and a fresh take on the genre that’s never been seen before.

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These factors of complexity and agency are so important because it counteracts an issue that often presents itself in asymmetrical horror: redundancy. Continuously playing matches can grow stagnant quickly if the gameplay isn’t complex and the same objectives need to be completed over and over again. The one hour I played of EVIL DEAD: THE GAME left me hungry to explore more. How does the gameplay differ between survivors? What are the other weapons like? How can I best optimize my team? And more importantly, I was excited to try out playing as the killer again. Like many other folks who play asymmetrical multiplayer, I tend to favor playing as the survivor over the killer, but playing as the Kandarian Demon was such a blast that I could see myself defecting to the dark side with EVIL DEAD.

EVIL DEAD: THE GAME truly offers something for everyone. Those who have stuck with the franchise since Sam Raimi’s first film in 1981 will love the homages and faithful adaptations, and those new to the series will love the blend of action, horror, and humor. People familiar with asymmetrical multiplayer can expect a fresh and innovative take on the genre, and if you’re new to asymmetrical multiplayer? I can confidently say EVIL DEAD: THE GAME will set the bar high for you.

EVIL DEAD: THE GAME will release on PS4, PS5, Nintendo Switch, Xbox One, Series X/S, and PC via the Epic Games Store on May 13th, 2022.

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